02-22-2012, 09:06 PM
Whenever I play a sound after a scare or whatever, it's not loud at all. Is there any way to make it louder? For instance, changing where the entity is played, etc.
(02-22-2012, 10:11 PM)SilentStriker Wrote: [ -> ]Have tried to play it on the player?I just did, it didn't seem to help. It played and everything, but I've played other custom stories where something scary happens and the sound is right in my ears. At the moment it seems to be distant.
(02-23-2012, 12:06 AM)BadCoverMan Wrote: [ -> ]Can you post the script that you are using?(02-22-2012, 10:11 PM)SilentStriker Wrote: [ -> ]Have tried to play it on the player?I just did, it didn't seem to help. It played and everything, but I've played other custom stories where something scary happens and the sound is right in my ears. At the moment it seems to be distant.
(02-23-2012, 01:00 AM)flamez3 Wrote: [ -> ]Absolutely, here it is.(02-23-2012, 12:06 AM)BadCoverMan Wrote: [ -> ]Can you post the script that you are using?(02-22-2012, 10:11 PM)SilentStriker Wrote: [ -> ]Have tried to play it on the player?I just did, it didn't seem to help. It played and everything, but I've played other custom stories where something scary happens and the sound is right in my ears. At the moment it seems to be distant.
(02-23-2012, 04:21 AM)BadCoverMan Wrote: [ -> ]In play sound atentity, your making the sound follow the prop. Instead of the Flying corpse, add "Player"(02-23-2012, 01:00 AM)flamez3 Wrote: [ -> ]Absolutely, here it is.(02-23-2012, 12:06 AM)BadCoverMan Wrote: [ -> ]Can you post the script that you are using?(02-22-2012, 10:11 PM)SilentStriker Wrote: [ -> ]Have tried to play it on the player?I just did, it didn't seem to help. It played and everything, but I've played other custom stories where something scary happens and the sound is right in my ears. At the moment it seems to be distant.
Spoiler below!
{
if(ScriptDebugOn())
{
GiveItemFromFile("lantern", "lantern.ent");
SetPlayerLampOil(100.0f);
}
AddEntityCollideCallback("Player", "StudyArea", "CollideStudy", true, 1);
AddEntityCollideCallback("Player", "FlyingJesus", "HolyJesus", true, 1);
AddEntityCollideCallback("Jesus_1", "FlyingJesus", "Sound", true, 1);
AddEntityCollideCallback("Player", "Push", "PushScare", true, 1);
AddEntityCollideCallback("Player", "DoorSlam", "SlamDoor", true, 1);
FadeOut(0);
AddTimer("FadeIn_1", 1, "Intro");
AddTimer("Music_1", 4, "Intro");
AddTimer("Stop_1", 64, "Intro");
}
void CollideStudy(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("LockedDoor_1", true, true);
PlaySoundAtEntity("", "scare_slam_door.snt", "StudyArea", 0, false);
}
void HolyJesus(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("Jesus_1", true);
AddPropForce("Jesus_1", -40000, 0, 0, "World");
}
void Sound(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "24_iron_maiden.snt", "FlyingJesus", 0, false);
}